Custom Item Design Tips and Resources

Following are a list of resources and tips for creating custom items in GLB format that display correctly in Oculus Home.

glTF and GLB Resources

To learn more about GLTF and GLB format, create 3D objects or see examples, see the resources on the following sites:

Tips and Troubleshooting

Following is a list of tips for to help you design custom items that render correctly in Oculus Home.

  • Make sure you adhere to the GLTF 2.0 specified coordinate system. If you do this, your item will be adjusted correctly for Oculus Home

  • Use caution with prebuilt models and materials as they may not be valid in Oculus Home. Oculus supports GLTF 2.0 PBR materials. This means that extensions like the Specular Glossiness Required Extension is not supported. Models on sites such as Sketchfab may not be valid because they use the Specular Glossiness Required extension.

  • Adhere strictly to the GLTF 2.0 spec to ensure your normals render properly.

  • Export your model using proper units to avoid size and scale issues. 1.0 in gltf means 1 meter. If your item does not export correctly, try to export as plain text .gltf and then edit the scale of the root node (make sure you are editing the root--it is not always the first item in the nodes list). After you edit the .gltf text file, pack into a GLB and check the size. Example scale in gltf:

    {
        "nodes": {
            "children": [
                1
            ],
            "name": "RootNode (gltf orientation matrix)",
            "rotation": [
                -0.70710678118654746,
                -0,
                -0,
                -0.70710678118654757
            ],
            "scale": [
                1.4837499856948853,
                1.4837499856948853,
                1.4837499856948853
            ]
        }
    }
  • Set emissive scale correctly to avoid a washed out or too-white appearance. Home currently has a X20 scale on emissive to increase bloom. Make sure your to set a scale of 0.05 for your emissive or tone it down.

  • Do not set a separate texture map for the alpha texture. This is not supported. Alpha textures must be in the base color texture, which must be PNG.

  • Avoid too many layers of transparency. If you have too many layers of transparency, it may appear “sparkly” in Oculus Home due to the dithering technique used. Remove some transparency layers to help fix the issue.

  • View your item in Oculus Home Inventory. Make sure you import your item in view in Oculus Home. For more information, see the Importing section in the support guide. If your item displays with an exclamation point, it means there is a validation issue with the item. Use the details panel on the item to see the validation error. Many errors display in text, in some cases you will see an error code. Check the developer forums or contact developer support if you need help understanding the error.

Custom Items